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An efficient ray-tracing method for determining terrain intercepts in EDL simulations

机译:在EDL仿真中确定地形截距的有效射线追踪方法

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The calculation of a ray's intercept from an arbitrary point in space to a prescribed surface is a common task in computer simulations. The arbitrary point often represents an object that is moving according to the simulation, while the prescribed surface is fixed in a defined frame. For detailed simulations, this surface becomes complex, taking the form of real-world objects such as mountains, craters or valleys which require more advanced methods to accurately calculate a ray's intercept location. Incorporation of these complex surfaces has commonly been implemented in graphics systems that utilize highly optimized graphics processing units to analyze such features. This paper proposes a simplified method that does not require computationally intensive graphics solutions, but rather an optimized ray-tracing method for an assumed terrain dataset. This approach was developed for the Mars Science Laboratory mission which landed on the complex terrain of Gale Crater. First, this paper begins with a discussion of the simulation used to implement the model and the applicability of finding surface intercepts with respect to atmosphere modeling, altitude determination, radar modeling, and contact forces influencing vehicle dynamics. Next, the derivation and assumptions of the intercept finding method are presented. Key assumptions are noted making the routines specific to only certain types of surface data sets that are equidistantly spaced in longitude and latitude. The derivation of the method relies on ray-tracing, requiring discussion on the formulation of the ray with respect to the terrain datasets. Further discussion includes techniques for ray initialization in order to optimize the intercept search. Then, the model implementation for various new applications in the simulation are demonstrated. Finally, a validation of the accuracy is presented along with the corresponding data sets used in the validation. A performance summary of the method will be shown using- the analysis from the Mars Science Laboratory's terminal descent sensing model. Alternate uses will also be shown for determining horizon maps and orbiter set times.
机译:从空间中的任意点到指定表面的射线截距的计算是计算机模拟中的常见任务。任意点通常表示根据模拟运动的对象,而指定表面固定在定义的框架中。对于详细的模拟,此表面变得复杂,采用现实世界中的对象(如山脉,陨石坑或山谷)的形式,这些对象需要更高级的方法来准确计算射线的拦截位置。这些复杂表面的合并通常已在利用高度优化的图形处理单元分析此类特征的图形系统中实现。本文提出了一种简化的方法,该方法不需要计算量大的图形解决方案,而是针对假定的地形数据集的一种优化的光线跟踪方法。这种方法是为火星科学实验室的任务开发的,该任务降落在大风火山口的复杂地形上。首先,本文首先讨论用于实现该模型的仿真,以及在大气建模,高度确定,雷达建模和影响车辆动力学的接触力方面找到表面截距的适用性。接下来,介绍了截距查找方法的推导和假设。注意关键假设,使例程仅适用于在纬度和纬度上等距间隔的某些类型的表面数据集。该方法的推导依赖于射线追踪,需要就地形数据集讨论射线的公式化。进一步的讨论包括用于射线初始化的技术,以便优化截距搜索。然后,演示了仿真中各种新应用的模型实现。最后,将提供准确性验证以及验证中使用的相应数据集。将使用火星科学实验室终端下降感应模型的分析结果来显示该方法的性能摘要。还将显示用于确定地平线图和轨道飞行器设定时间的其他用途。

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